CMM Map Contest update
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Some updates on the contest map. You may be wondering what a small team could accomplish in only a week, but interestingly enough, we've done much in that short time.

For starters, we're using git for asset management. This means the team has the ability to check in assets (like textures or map source) in a central place for everyone else to sync to, and have the ability to roll back to check points if something were to go wrong. I'll go into detail on this in a future post.

Next, we've established a map design document to figure out the many nuances of developing the map. With many moving parts, a short timeframe, and several people scattered throughout timezones across the planet, we need good coordination in our efforts. A design document allows us to have a reference as to what work needs to be done and how it should be approached.

Layout, design, and planning have taken a front seat in our work. Even before the contest winner was announced, we honed our tools on a quick build of Markinho's entry "ut4_yacht". Once the winning entry was set, we interviewed MarvinNash to attain his insight and vision of the african-themed map. The resulting direction is building ut4_serengeti, a map based in the savanna plains of Serengeti, considered one of the seven wonders of Africa.

As JohnnyEnglish, mapper and owner of CustomMapMakers, noted about our first major challenge to building this map, solving visibility and performance issues are top priority. To test the very very basics of the map design, we're using a prototyping scheme to quickly paint surfaces and build placeholder geometry. No messing around with fanciness that could become wasted work!

Of course, as soon as we knew what the map theme was, our modellers sprung into action producing the first objects in the map. For the surface of the map, we're using very large textures layered over collision geometry in a fashion we're calling a canvas. By blending several of these together, hopefully the ground terrain will be as vast and luscious as the rest of the map is intended to be.

For your viewing pleasure, screenshots of the map in development:

It may look cartoony, but it builds FAST and saves us much work in the long run. Being able to throw in simple objects with simple textures means focusing on performance and usability. Doesn't matter if it looks pretty if it doesn't play well!

This is a contest brought to you by CustomMapMakers.org. Completion time is estimated to be first weekend of March. Thanks for helping keep the game fun.